Civilization VII brings a revolutionary overhaul to its diplomacy gameplay with the introduction of Influence as the cornerstone of international relations. Gone are the days of simple gold-based diplomacy – players must now strategically manage their Influence, a dynamic new currency that shapes everything from basic treaties to complex espionage operations. This comprehensive system adds unprecedented depth to diplomatic interactions, requiring careful consideration of every diplomatic move. Whether you’re fostering peaceful alliances or engaging in subtle subterfuge, mastering the art of Influence-based diplomacy is crucial for any aspiring leader. The system interweaves economic, military, and cultural aspects of civilization management, creating a more nuanced and engaging diplomatic experience that rewards both long-term planning and tactical decision-making.

Understanding Influence
Influence serves as the primary diplomatic currency in Civilization VII, functioning similarly to gold but specifically for diplomatic actions. Here’s what you need to know:
- Base accumulation of 10 Influence per turn (on Standard speed)
- Additional Influence can be gained through:
- Building construction
- Wonder completion
- Policy enactment
- Leader abilities
- Narrative events
- Strategic settlement choices Note that aggressive actions like conquering or razing cities can negatively impact your Influence generation.

Diplomacy Actions
Influence is utilized to engage in various diplomatic endeavors, there are four main types of diplomacy actions between empires that require Influence:
- Treaties: Longer-lasting decisions that have utility, such as a treaty to have “Open Borders” or to “Improve Trade Relations.”
- Endeavors: These are mutually beneficial actions between two empires. For example, you can initiate a “Research Collaboration” request, giving both players Science per turn.
- Sanctions: These are negative actions against another empire. If you choose to “Hinder Military Production,” you decrease the other player’s military production output (and incur a Relationship penalty).
- Espionage: High-risk, high-reward actions that give you a bonus or inflict a negative effect on another empire, with a chance for your actions to be revealed. Getting caught engaging in espionage reduces your relation with your target and decreases how much Influence you earn for a time. An example of this is “Steal Technology.”
When proposing a diplomatic pact, the receiving leader has three response options:
- Accept: The proposal is accepted without the expenditure of Influence, granting the initiator a moderate bonus and the recipient a smaller or no bonus.
- Support: The recipient spends Influence to support the proposal, resulting in a more substantial benefit for both parties.
- Reject: The recipient expends Influence to decline the proposal, leading to a refund of the initiator’s Influence and the cancellation of the agreement.

Treaties
These are agreements like open borders, or denouncing an opponent’s military presence on your borders.
- Open Borders
- The other leader or player’s borders will be opened to you for 10 turns.
- Relationship with the other leader improves by 5 if accepted.
- Improve Trade Relations
- Permanently increase the number of Trade Routes you can establish with the other Civilization by 1, assuming the action gets accepted.
- If accepted, the other leader receives gold.
- Denounce Military Presence
- Denounce a leader for their military being too close to your borders, lasts for 6 turns.
Endeavors
Endeavors are friendly interactions between you and other players. At the start of the game, you have access to collaborations like a research partnership, or granting food to each other’s civilizations. The choices you have will depend on the type of civilization you are and the civilization you are interacting with.
- Cultural Exchange
- Have a Cultural Exchange with another leader. If accepted, you receive more culture than the other leader. If supported, you receive more culture than if it was only accepted, but the other leader receives the same amount as you. This action lasts for 10 turns.
- Relationship with the other leader improves by 5 if accepted or by 12 if supported.
- Open Markets
- Have minor trades with another leader. If accepted, you receive more gold than the other leader. If supported, you receive more gold than if it was only accepted, but the other leader receives the same amount as you. This action lasts for 7 turns.
- Relationship with the other leader improves by 5 if accepted or by 12 if supported.
- Send Aid
- Send gold to an ally.
- Farmers Market
- Share agricultural goods with another leader, this lasts for 10 turns.
- Relationship with the other leader improves by 5 if accepted or by 12 if supported.
- Local Festival
- If accepted, you gain happiness while the other leader gains influence. If supported, you’ll both receive more happiness per turn in cities. This action lasts for 10 turns.
- Relationship with the other leader improves by 5 if accepted or by 12 if supported.
- Military Aid
- If accepted, your units get combat strength while the other leader will receive gold. If the endeavor is supported, both leaders get more combat strength. This action lasts for 7 turns.
- Relationship with the other leader improves by 5 if accepted or by 12 if supported.
- Reconciliation
- Increases your relationship with the other leader, this lasts for 6 turns.
- Relationship with the other leader improves by 30 if accepted or by 60 if supported.

Sanctions
As well as positive interactions, you have some negative ones, too. These are all about hindering another civilization’s unit production, science gain, or civic research.
- Hinder Finances
- This will reduce another civilization’s gold by 10% per turn, lasting for 5 turns. Relationship with the other leader worsens by 15 if accepted.
- Hinder Public Morale
- This will reduce another civilization’s happiness by 10% per turn, lasting for 6 turns. Relationship with the other leader worsens by 15 if accepted.
- Hinder Civic Study
- This will reduce another civilization’s culture by 10% per turn, lasting for 6 turns. Relationship with the other leader worsens by 15 if accepted.
- Hinder Agriculture
- This will reduce another civilization’s food by 20% per turn, lasting for 6 turns.. Relationship with the other leader worsens by 15 if accepted.
- Hinder Military Production
- This will hinder the military production of another civilization, making their military units cost 20% more to train, lasting for 5 turns. Relationship with the other leader worsens by 15 if accepted.
- Denounce
- Decrease your relationship with the other leader, lasting for 6 turns. Relationship with the other leader worsens by 60 if accepted.

Espionage
High-risk, high-reward actions that give you a bonus or inflict a negative effect on another empire, with a chance for your actions to be revealed. Getting caught engaging in espionage reduces your relation with your target and decreases how much Influence you earn for a time.
- Steal Technological Advancement
- Steal a technology that the other civilization has researched that you have not, taking 9-15 turns to execute. The execution time and reveal chance can be increased if you are being counterspied by the target.
- Steal Government Secrets
- Steal a civic that the other civilization has studied that you have not, taking 9-15 turns to execute. The execution time and reveal chance can be increased if you are being counterspied by the target.
- Military Infiltration
- Gain vision of all the target’s Commanders, taking 11-17 turns to execute. Once executed, the effect lasts 3 turns. The execution time and reveal chance can be increased if you are being counterspied by the target.

This nuanced diplomacy system rewards strategic thinking and careful resource management, making every diplomatic decision a meaningful part of your path to victory. Success in Civilization VII’s diplomatic arena requires a delicate balance of resource management, strategic foresight, and adaptability. Players must carefully weigh the immediate benefits of diplomatic actions against their long-term consequences, considering how each decision shapes their civilization’s standing in the global community. Whether pursuing a diplomatic victory or simply maintaining crucial alliances, mastering the Influence system is essential for any leader hoping to leave their mark on history. The depth and complexity of this new system ensure that diplomatic gameplay remains engaging and challenging throughout the entire campaign, offering countless opportunities for strategic innovation and diplomatic mastery.
